003 - Class Selection

November 2nd, 2011, 4:43 pm

Author's Comments:

=STYLE=
* The Offensive style focuses on quickly defeating the enemy through sheer power; be it strong magic, excellent aim or a strong arm. Traits include high Attack-type (Physical attack and Magic Attack) and Accuracy stats, but low Defence-type (Physical defence and Magical Defence) and HP.

* The Defensive style focuses on outlasting the enemy through incredible defences. Traits include high Defence-type and HP, but low Attack-type and MP.

* The Supportive style focuses on helping others through healing or buffs, or debuff the enemy to weaken them without harming. Traits include high MP and Evade stats, but low Attack-type and Defence-type stats.

=TYPE=
* Melee fighters tend to take their business up close and personal. They often boast greater physical stats (HP, PhysAtk, PhysDef) but lower magical stats (MP, MagAtk, MagDef).

* Ranged fighters can take their targets down as long as they have a line of sight. They tend to have higher attack-oriented stats (PhysAtk, Accuracy, Evade, MP) but tend to specialise (other stats are lowered)

* Magic fighters can use the forces unknown to tamper with the forces that are and bend them to their will. They tend to have higher magical stats (MP, MagAtk, MagDef) but lower physical stats (HP, PhysAtk, PhysDef)

=ABILITY=
Whatever you want it to be. A couple of guidelines, though - try and focus on either in or out of battle. You can try and have an ability to cover both, but it'll be weaker.

=WEAPONS=
* Weapons must be defined as such:
1: One- or two-handed, or Ranged. Any Ranged weapon will be treated as two-handed, and will require ammo (However, in the case of magic staves and similar weapons, the ammo may be charges or the user's mana)
2: The type of damage must be well-defined, and if it's magic, must relate to one of the elements (see previous comic for damage types).
This is an example weapon:

Sword: Physical Attack, Slashing, no element.
Don't worry about attack power and additional effects, I'll deal with those as time passes. Also, some weapons can have an element that differs to their base element - these are usually magic.

=ARMOURS=
Armours can be one of three types.

* Heavy armour is almost entirely focused on physical defence. It's often shown as a knight's plate armour, or armour of a similar type.

* Light armour is a balance between magical and physical defence. It's often associated with ranged fighters or bezerkers.

* Magic clothing is almost useless in melee range, but against magic it's excellent. As you can guess, it's often associated with magic users.

=EXAMPLE CLASS - Final Fantasy's Dragoon=
Offensive Melee
Ability: Jump - avoid all damage for one turn, descend on an enemy for double normal damage on the next turn. Effects one target. No out-of-battle use.
Main weapon: Spear - physical damage, Piercing, Air
Armour type: Heavy

EDIT: Voting will end on the 8th of November. I'll be selecting three classes at random and sharpening the vote between those three.

@youdont12know: Can you clarify on the Ability? I think you confused what it does with the weapon. The ability name's Pegasus, but what does it do? The weapon's fine.
@Tilo: I think (level*0.5 rounded up)% would work well for the percentage. The rest of it looks good to me.

Class: [Untitled]
Defensive Ranger
Ability: Second Chance - Survive an attack that would have killed you. (leaves HP at 1 but gives you an opportunity to heal or feign death.) CAn only be used Once per battle.
Main Weapon: Bow & Arrows, Piercing, Air
Armor type: Light

He's using an ALPHA version of my RPG formula. it's not finished yet, and he's making a few of his own changes to it. The stats scale from 1-999 as of now. The build is set to cap at lv99. your base stats range from 5-50 and go up gradually as you level. As this is an alpha, it is subject to patching, etc.

Zombie Class
Offensive Melee
Ability: Chomp - Bite down on someone to do large amounts of physical damage and pin them down. Has great use outside of battle in diplomatic negotiations.
Main weapon: Teeth - physical damage, Piercing, Air
Armour type: light

Necromancer
Defensive Magic
Ability: Raise The Dead: Cast on a dead enemy unit. Revives as undead companion. You can summon 1 at level 1, and an additional one every 10th level (Example: 10, 20, ect...) Has the stats of the dead creature, but lessened defense
main weapon: Staff - magical damage, Air
Magic Clothing